DX11: Fix two crashes. One occured when trying to run a game with D3D 10.0 level hardware, the other one when closing a game when MSAA was disabled.
Fix for linux screensaver inhibit caused by a misinterpretation of the window id.
Fix the ASM dispatcher to work with linux 64
ESI is not available as callee save register on linux 64, so use R12, which
is available on windows 64, too. The only callee save register still available on
all platforms is EBP, but i guess we don’t want to fiddle with that one.
DX11: Disable MSAA when using a GPU which only supports D3D 10.0.
10.0 level hardware can’t create multisampled depth buffers which can be bound as shader resources as well, but we need that for e.g. EFB access or EFB copies.
Only multisampling the color buffer doesn’t work either since color and depth targets must be using the same sample count.
LLE JIT: Speed up the dispatcher by removing the compiled block check. Initialised the blocks with a stub which calls the compiler.